Post by Liar Game on Jun 27, 2016 23:47:32 GMT
Romance of the Four Kingdoms
Objective: Attack Kingdoms while gathering resources for victory!
Setup
1) Players receive 3 Merchants, 1 Robber, and 1 Spy, known collectively as MRS. (See sections "MRS Phase" and "Gameplay" for more information).
2) There are 4 “Seasons”. Each Season starts with a 48h MRS Phase, followed by 3 Rounds lasting 24h.
3) Each player will be designated the Kingdom for one of the following resources: wood/clay/iron/silk.
4) There is one road between each Kingdom.
MRS Phase
1) The Dealer will PM each player with the calculation of the points earned for the prior Season, including Robber results (see section "Scoring" for more information).
2) Each player will create three step-by-step lists of non-conditional instructions, one list each for his/her three Merchants, on how to act during the upcoming Season. Instructions are “Stay” or “Move to X” (See section "Gameplay" for information on roles).
3) Players will instruct their Robber and Spy to wait on the road between any two Kingdoms (See section "Gameplay" for information on roles).
3a) The Robber and Spy can each wait on a different road.
4) Players have no knowledge of enemy preparations for the upcoming Season.
Gameplay
1) Players must make exactly three attacks each Round on one or two players (3 on one player OR 1 on one player and 2 on the other). No self-attacks.
2) The Dealer will reveal the attacks made each round. A Kingdom takes 1 damage for each attack received.
3) Spies will report on how many of whose Merchants moved what direction from one Kingdom to another Kingdom at the start of each Round, or report in the MRS Phase if Merchants were noted moving in the final Round of a Season. Spies only learn about Merchants traveling on their road.
4) Merchants will follow their instructions each Round. “Stay” instructs the Merchant to remain in the Kingdom and earn its resource. “Move to X” instructs the Merchant to take the road into Kingdom X and earn their destination’s resource if successful.
5) If a Merchant was supposed to move to another Kingdom, but the destination attacks the Merchant’s current location that Round or the Merchant's current location is attacking the destination, the Merchant fails to do anything that round. The Merchant will remain in the current Kingdom, receive no resource, and will attempt to execute the move again next Round.
6) After all Rounds of a Season have concluded, all MRS will be recalled to their home Kingdoms.
7) If an enemy Merchant moves on a road between Kingdoms where a Robber is hiding, that player’s Merchant loses 2 points to each Robber.
8) Merchants not moving are unaffected by Robbers and Spies.
Scoring
1) After each Season, the Dealer will award the "Minimal Damage Bonus" to the player whose Kingdom currently received the least cumulative damage throughout the game, worth an extra 10 points. There are four of this Bonus to be awarded, one per Season, worth a total of 40 points. If there is a tie, this Bonus won't be awarded for that Season.
2) Players earn 1 point per resource earned.
3) Players will earn bonus points depending on the number of different foreign resources earned.
3a) One foreign resource:
3a.i) 1 bonus point per foreign resource earned.
3b) Two foreign resources:
3b.i) The rarer foreign resource earns 2 bonus points per resource earned.
3b.ii) The other foreign resource earns 1 bonus points per resource earned.
3c) Three foreign resources:
3c.i) The rarest foreign resource earns 3 bonus points per resource earned.
3c.ii) The second-rarest foreign resource earns 2 bonus points per resource earned.
3c.iii) The common foreign resource earns 1 bonus point per resource earned.
3d) These points are awarded on a per-Season basis. Unlike the damage from rule 1, resources do not carry over from Season to Season, except for the "All-Foreign Bonus" mentioned in rule 5 below.
3e) If the total of 2-3 types of foreign resources are the same, each type will get a different bonus. So a wood player ending a Season with two clay and two iron earns: (1 resource point + 1 bonus point) * 2 clay and (1 resource point + 2 bonus points) * 2 iron = 10 points.
4) Total gains and losses in points due to Robbers will be calculated and known to affected players at the end of the Season, although who robbed and who lost won't be revealed. For example, the player whose Robber stole a total of 4 points from two different Merchants while one of his/her own Merchants lost 2 points to two different Robbers only knows that he/she earned 4 points and lost 4 points from Robber activity.
5) Once all Seasons have concluded, for each player who obtained at least one of all three foreign resources, the Dealer will find the cumulative sum of each foreign resource type. The player who has the most of their rarest resource receives the "All-Foreign Bonus" worth an extra 10 points. If this is a tie, this Bonus won't be awarded. You do not need a resource from your own Kingdom to qualify for this Bonus. You can possess a resource from your own Kingdom and still win this Bonus.
6) Negative points are possible in this game.
Endgame
1) Once all Seasons have concluded and the scoring calculated, the player with the most points wins and will play in the Winner's Round! Everyone else goes to the Revival Round.
2) Tiebreaker is least damage received. If this still fails to make a winner, all players lose.
3) First place collects 100m from last place and second place collects 50m from second-to-last place. However, if first place is a tie, there is no exchange of money. If there is a tie elsewhere, players will split the collected winnings and losses (so two players in second win 25m yen or two players in last both lose 75m yen).
Inactivity
1) Failure to complete instructions during a MRS Phase means that any roles with incomplete instructions will do nothing that Season. If Merchants have partial instructions, they will execute up to the total instructions given and then do nothing.
2) Failure to attack or attacking incorrectly in a given Round will force your Merchants to do nothing that Round and you will make no attacks.
3) The Dealer will announce if a player was inactive if he/she did nothing during the MRS Phase or if the attacking decisions were incorrect.
Objective: Attack Kingdoms while gathering resources for victory!
Setup
1) Players receive 3 Merchants, 1 Robber, and 1 Spy, known collectively as MRS. (See sections "MRS Phase" and "Gameplay" for more information).
2) There are 4 “Seasons”. Each Season starts with a 48h MRS Phase, followed by 3 Rounds lasting 24h.
3) Each player will be designated the Kingdom for one of the following resources: wood/clay/iron/silk.
4) There is one road between each Kingdom.
MRS Phase
1) The Dealer will PM each player with the calculation of the points earned for the prior Season, including Robber results (see section "Scoring" for more information).
2) Each player will create three step-by-step lists of non-conditional instructions, one list each for his/her three Merchants, on how to act during the upcoming Season. Instructions are “Stay” or “Move to X” (See section "Gameplay" for information on roles).
3) Players will instruct their Robber and Spy to wait on the road between any two Kingdoms (See section "Gameplay" for information on roles).
3a) The Robber and Spy can each wait on a different road.
4) Players have no knowledge of enemy preparations for the upcoming Season.
Gameplay
1) Players must make exactly three attacks each Round on one or two players (3 on one player OR 1 on one player and 2 on the other). No self-attacks.
2) The Dealer will reveal the attacks made each round. A Kingdom takes 1 damage for each attack received.
3) Spies will report on how many of whose Merchants moved what direction from one Kingdom to another Kingdom at the start of each Round, or report in the MRS Phase if Merchants were noted moving in the final Round of a Season. Spies only learn about Merchants traveling on their road.
4) Merchants will follow their instructions each Round. “Stay” instructs the Merchant to remain in the Kingdom and earn its resource. “Move to X” instructs the Merchant to take the road into Kingdom X and earn their destination’s resource if successful.
5) If a Merchant was supposed to move to another Kingdom, but the destination attacks the Merchant’s current location that Round or the Merchant's current location is attacking the destination, the Merchant fails to do anything that round. The Merchant will remain in the current Kingdom, receive no resource, and will attempt to execute the move again next Round.
6) After all Rounds of a Season have concluded, all MRS will be recalled to their home Kingdoms.
7) If an enemy Merchant moves on a road between Kingdoms where a Robber is hiding, that player’s Merchant loses 2 points to each Robber.
8) Merchants not moving are unaffected by Robbers and Spies.
Scoring
1) After each Season, the Dealer will award the "Minimal Damage Bonus" to the player whose Kingdom currently received the least cumulative damage throughout the game, worth an extra 10 points. There are four of this Bonus to be awarded, one per Season, worth a total of 40 points. If there is a tie, this Bonus won't be awarded for that Season.
2) Players earn 1 point per resource earned.
3) Players will earn bonus points depending on the number of different foreign resources earned.
3a) One foreign resource:
3a.i) 1 bonus point per foreign resource earned.
3b) Two foreign resources:
3b.i) The rarer foreign resource earns 2 bonus points per resource earned.
3b.ii) The other foreign resource earns 1 bonus points per resource earned.
3c) Three foreign resources:
3c.i) The rarest foreign resource earns 3 bonus points per resource earned.
3c.ii) The second-rarest foreign resource earns 2 bonus points per resource earned.
3c.iii) The common foreign resource earns 1 bonus point per resource earned.
3d) These points are awarded on a per-Season basis. Unlike the damage from rule 1, resources do not carry over from Season to Season, except for the "All-Foreign Bonus" mentioned in rule 5 below.
3e) If the total of 2-3 types of foreign resources are the same, each type will get a different bonus. So a wood player ending a Season with two clay and two iron earns: (1 resource point + 1 bonus point) * 2 clay and (1 resource point + 2 bonus points) * 2 iron = 10 points.
4) Total gains and losses in points due to Robbers will be calculated and known to affected players at the end of the Season, although who robbed and who lost won't be revealed. For example, the player whose Robber stole a total of 4 points from two different Merchants while one of his/her own Merchants lost 2 points to two different Robbers only knows that he/she earned 4 points and lost 4 points from Robber activity.
5) Once all Seasons have concluded, for each player who obtained at least one of all three foreign resources, the Dealer will find the cumulative sum of each foreign resource type. The player who has the most of their rarest resource receives the "All-Foreign Bonus" worth an extra 10 points. If this is a tie, this Bonus won't be awarded. You do not need a resource from your own Kingdom to qualify for this Bonus. You can possess a resource from your own Kingdom and still win this Bonus.
6) Negative points are possible in this game.
Endgame
1) Once all Seasons have concluded and the scoring calculated, the player with the most points wins and will play in the Winner's Round! Everyone else goes to the Revival Round.
2) Tiebreaker is least damage received. If this still fails to make a winner, all players lose.
3) First place collects 100m from last place and second place collects 50m from second-to-last place. However, if first place is a tie, there is no exchange of money. If there is a tie elsewhere, players will split the collected winnings and losses (so two players in second win 25m yen or two players in last both lose 75m yen).
Inactivity
1) Failure to complete instructions during a MRS Phase means that any roles with incomplete instructions will do nothing that Season. If Merchants have partial instructions, they will execute up to the total instructions given and then do nothing.
2) Failure to attack or attacking incorrectly in a given Round will force your Merchants to do nothing that Round and you will make no attacks.
3) The Dealer will announce if a player was inactive if he/she did nothing during the MRS Phase or if the attacking decisions were incorrect.